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Knyghte Pyke and Sworde

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Blood, mud and shining steel. It's medieval warfare so personal, you might catch the plague!

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Knyghte Pyke and Sworde is a set of miniatures gaming rules for "mass skirmish" games ranging from 4-5 figures on each side up to battles with 30-40 figures each.

As the name suggests, the rules are intended for dark age through medieval battles though I have included provisions for early firearms as well.

The game play is simple and straight-forward, allowing you to focus on the drama unfolding instead of digging through the rulebook every 17 seconds. The rules are strictly "1 figure equals 1 combatant" meaning the game is about raids, skirmishes and patrols. The stuff where we get to know each soldier and naming our heroes matter. 

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Core game mechanics include:

* Alternating turn sequence.

* Opposed rolls between individual figures for hand to hand combat and a straight roll vs target number for missile combat.

* Injury rolls and morale checks are both taken by rolling 2 dice and seeing how many dice roll over a target number (meaning instead of troops always being okay or dead/routed, we have a third option as well)

* As exhausted troops are vulnerable to close combat, counter-attacking can help turn the tide after an enemy charge.

* Each troop type receives a straight forward mechanic allowing them to be differentiated on the table. Chargers are powerful on the attack while Polearm troops can engage horsemen more effectively. 7 base troop types are included.

* 3 types of individual figure is included: Scouts that can be used for delaying in the turn sequence, fighters are mighty with a sword while captains can inspire your soldiers to enhanced actions.

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Of course no Nordic Weasel game would be complete without some extra goodies including:

* Advice and mechanics for playing on a big map.

* Campaign rules with simple experience and casualty mechanics.

* Tables to award your leaders with rewards and to grant advantages and drawbacks to future battles.

* A weather table.

* Points values to build your own troops.

* A scenario system to set up a battle with multiple ways to play.

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The game can be played with any individually mounted figures. You can get started with as little as 4 miniatures each, with a typical game being about 20-40. If you have existing armies, odds are you can dive right in. If you don't, you won't need to buy very much.

The game was written with figures from 15-28mm in mind. 6mm and 10mm skirmish is gaining in popularity. Players should simply take all measurements and read them as centimeters instead (so 5" becomes 5 cm).

Solo mechanics are not specifically included, though the game is fairly easy to solo.

As the mechanics are very simple, this is also a good choice for resolving battles in your RPG campaign.

Fantasy rules are not specifically included but may be added later, if sales are good. However, the author knows from experience that fitting elves, orcs and dwarves into the rules is very very easy to do.

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Reviews (4)
Discussions (7)
Customer avatar
marc H March 22, 2023 3:23 pm UTC
any news on the fantasy supplement?
Customer avatar
Ivan S March 22, 2023 3:54 pm UTC
Its kind of sitting while I wait to see if theres any interest from the new overlords on doing a glossy print book.
Customer avatar
Joseph P September 19, 2021 4:55 pm UTC
When can we expect a fantasy supplement?
Customer avatar
Ivan S December 31, 2020 1:44 am UTC
If you have not downloaded an updated version since the original release, make sure to do so.
The book has been substantially updated and should be much easier to navigate and use.
Customer avatar
Pierre A October 28, 2020 8:41 pm UTC
I just discovered your rule and I find it interesting.
However, I can't find some explanations:
- p24 it is said that an "individual do not track ammunition." Can a Captain, a Fighter or a Scout shoot ? If not, who are the individuals who can ?
- once a group has exhausted all the volleys of ammunition, can a single model of this group still shoot ? (since an ammunition is not expended when only 1 model of a group take a shoot action...)
Thank you very much,
Customer avatar
Pierre A October 30, 2020 7:48 pm UTC

Thank you for the answers. I really delve into your rule so I have some other questions (I posted them on the TWW forum but it seems that you are faster here ;-) ...) :

- Someone asked if an Individual classified as “Missile” has +0 when fighting a close combat, what is the answer ?
- It seems to me that a Fighter has no advantage to be a Charger since he always throws two dice... Unless he throws three dice and pick the best when engaging ?
- Does a Fighter classified as a Missile or Skirmisher throw 1D6+1D6 when shooting ?

I apologize because english is not my language…

Thank you,

Customer avatar
Pierre A October 30, 2020 11:01 pm UTC
Could a Charger strike a critical blow on a natural 5 or 6, instead of rolling 1D6+1D6 ? They would be some kind of berserkers : not very skillfull but violent...
Thus, the fighter charger would be more powerful...
Customer avatar
Greg H May 09, 2020 12:05 pm UTC
Ivan doesn’t reinvent the wheel here, which is a compliment. He combines straightforward mechanics into a simple and enjoyable set of rules that still have some tactical thought. It’s a small unit or group skirmish game, but where figures move and combat as individuals. To me it fills in a nice slot between say, Song of Blades and Heroes and something like Lion Rampant . There s some clever little touches, like the use of scouts - single figures you can activate instead of committing a group, and exhaustion rules for pushing your groups. Again, not revolutionary, but simply and effectively applied.

The only possible flaw for some people might be that it is very generic - it’s not a detailed medieval simulation. You could easily adapt the rules to just about any pre-gunpowder setting. That suits me just fine - they are solid set of rules which I intend to use regularly for home games. Recommended
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File Last Updated:
February 09, 2023
This title was added to our catalog on April 26, 2020.